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178 lines
4.3 KiB
178 lines
4.3 KiB
5 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include "order_assist.h"
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#include "tf_team.h"
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#include "order_helpers.h"
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// If a player has been shot within this time delta, commandos will get orders to assist.
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#define COMMANDO_ASSIST_SHOT_DELAY 3.0f
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// How close a commando has to be to a teammate to get an assist order.
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#define COMMAND_ASSIST_DISTANCE 1200
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#define COMMAND_ASSIST_DISTANCE_SQR (COMMAND_ASSIST_DISTANCE*COMMAND_ASSIST_DISTANCE)
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IMPLEMENT_SERVERCLASS_ST( COrderAssist, DT_OrderAssist )
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END_SEND_TABLE()
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static bool IsValidFn_OnEnemyTeam( void *pUserData, int a )
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{
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edict_t *pEdict = engine->PEntityOfEntIndex( a+1 );
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if ( !pEdict )
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return false;
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CBaseEntity *pBaseEntity = CBaseEntity::Instance( pEdict );
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if ( !pBaseEntity )
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return false;
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CSortBase *p = (CSortBase*)pUserData;
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return pBaseEntity->GetTeam() != p->m_pPlayer->GetTeam();
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}
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static bool IsValidFn_PlayersWantingAssist( void *pUserData, int a )
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{
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CSortBase *pSortBase = (CSortBase*)pUserData;
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CBaseTFPlayer *pPlayer = (CBaseTFPlayer*)pSortBase->m_pPlayer->GetTeam()->GetPlayer( a );
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if ( !pPlayer->IsAlive() )
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{
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// This guy sure could have used an assist but YOU'RE TOO SLOW!!!
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return false;
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}
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// Don't try to assist yourself...
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if ( pPlayer == pSortBase->m_pPlayer )
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return false;
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// Make sure this guy was shot recently.
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if ( (gpGlobals->curtime - pPlayer->LastTimeDamagedByEnemy()) > COMMANDO_ASSIST_SHOT_DELAY )
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return false;
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// Is the guy close enough?
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if ( pSortBase->m_pPlayer->GetAbsOrigin().DistToSqr( pPlayer->GetAbsOrigin() ) > COMMAND_ASSIST_DISTANCE_SQR )
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return false;
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return true;
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}
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bool COrderAssist::CreateOrder( CPlayerClass *pClass )
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{
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// Search for a (live) nearby player who's just been shot.
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CSortBase info;
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info.m_pPlayer = pClass->GetPlayer();
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int sorted[512];
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int nSorted = BuildSortedActiveList(
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sorted,
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ARRAYSIZE( sorted ),
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SortFn_TeamPlayersByDistance,
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IsValidFn_PlayersWantingAssist,
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&info,
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pClass->GetTeam()->GetNumPlayers()
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);
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if ( nSorted )
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{
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COrderAssist *pOrder = new COrderAssist;
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CBaseTFPlayer *pPlayerToAssist = (CBaseTFPlayer*)pClass->GetTeam()->GetPlayer( sorted[0] );
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pClass->GetTeam()->AddOrder(
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ORDER_ASSIST,
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pPlayerToAssist,
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info.m_pPlayer,
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COMMAND_ASSIST_DISTANCE,
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25,
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pOrder );
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// Add the closest enemies.
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CSortBase enemySortInfo;
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enemySortInfo.m_pPlayer = pPlayerToAssist;
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int sortedEnemies[256];
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int nSortedEnemies = BuildSortedActiveList(
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sortedEnemies,
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ARRAYSIZE( sortedEnemies ),
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SortFn_PlayerEntitiesByDistance,
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IsValidFn_OnEnemyTeam,
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&info,
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gpGlobals->maxClients
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);
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nSortedEnemies = MIN( nSortedEnemies, NUM_ASSIST_ENEMIES );
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for ( int i=0; i < nSortedEnemies; i++ )
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{
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CBaseEntity *pEnt = CBaseEntity::Instance( engine->PEntityOfEntIndex( sortedEnemies[i] + 1 ) );
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Assert( dynamic_cast<CBasePlayer*>( pEnt ) );
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pOrder->m_Enemies[i] = pEnt;
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}
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}
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return false;
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}
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bool COrderAssist::Update()
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{
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if ( !GetTargetEntity() || !GetTargetEntity()->IsAlive() )
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return true;
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return BaseClass::Update();
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}
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bool COrderAssist::UpdateOnEvent( COrderEvent_Base *pEvent )
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{
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if ( !GetTargetEntity() )
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return true;
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switch( pEvent->GetType() )
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{
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// If our boy dies, then he doesn't care about assistance anymore.
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case ORDER_EVENT_PLAYER_KILLED:
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{
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COrderEvent_PlayerKilled *pKilled = (COrderEvent_PlayerKilled*)pEvent;
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if ( pKilled->m_pPlayer == GetTargetEntity() )
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return true;
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}
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break;
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// Did we damage one of the enemies?
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case ORDER_EVENT_PLAYER_DAMAGED:
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{
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COrderEvent_PlayerDamaged *pPlayerDamaged = (COrderEvent_PlayerDamaged*)pEvent;
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if ( pPlayerDamaged->m_TakeDamageInfo.GetInflictor() == GetOwner() )
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{
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for ( int i=0; i < NUM_ASSIST_ENEMIES; i++ )
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{
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if ( pPlayerDamaged->m_pPlayerDamaged == m_Enemies[i].Get() )
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{
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// Reset the timer on the guy we're defending, in case we killed his
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// attacker really quickly.
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// CBaseTFPlayer *pPlayer = (CBaseTFPlayer*)GetTargetEntity();
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// pPlayer->m_flLastTimeDamagedByEnemy = 0;
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return true;
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}
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}
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}
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}
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break;
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}
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return BaseClass::UpdateOnEvent( pEvent );
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}
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